﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Roton.ZZT
{
    /// <summary>
    /// Execute Interact code.
    /// </summary>
    /// <param name="memory">Memory to use.</param>
    /// <param name="x">X coordinate to act on.</param>
    /// <param name="y">X coordinate to act on.</param>
    /// <param name="index">Index of Thing to act on.</param>
    /// <param name="vector">Vector to use.</param>
    delegate void InteractDelegate(IMemory memory, int x, int y, int index, IVector vector);

    /// <summary>
    /// Contains built-in element Interact code.
    /// </summary>
    static class Interact
    {
        static public void Ammo(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void BoardEdge(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Bomb(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Door(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void EnemyGeneric(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Energizer(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Fake(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Forest(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Gem(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Invisible(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Key(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Null(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Object(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Passage(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void PushableGeneric(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Scroll(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Slime(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Stone(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Torch(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Transporter(IMemory memory, int x, int y, int index, IVector vector)
        {
        }

        static public void Water(IMemory memory, int x, int y, int index, IVector vector)
        {
        }
    }
}
